New Treasures: The Emerald Spire Superdungeon
I’ve been playing AD&D with my kids and their friend Will a few days a month (yes, that’s first edition Advanced Dungeons and Dragons. It’s the only version I know how to play. Plus, used copies of the rules are still cheap.)
As I mentioned in my 2013 article, I’ve been gradually running them through Gygax’s classic adventure modules, and setting them on the Outdoor Survival map, just as Gygax used to do. Right now we’re in the middle of G2: The Glacial Rift of the Frost Giant Jarl, which is just as much fun as I remember it.
I mention this because they’ll soon be done with Gygax’s Against the Giants adventure modules, and I’ve been on the hunt for another epic adventure to involve them in. These days it’s superdungeons that get all the good press, and I can understand why. Nothing gets players excited like a truly epic adventure they can sink their teeth into.
I’ve been extremely impressed with the Pathfinder adventures I’ve purchased in the past — including the massive 420-page Rise of the Runelords, a gargantuan hardcover collection of the first six Adventure Path modules — so when I heard Paizo was releasing a standalone supermodule, I thought it would be worth checking out.
The Emerald Spire Superdungeon (yes, Superdungeon is part of the actual title — how cool is that?) was released last summer, and it’s as ambitious and as gigantic as I could have hoped. The dungeon spans a whopping 16 levels, designed by superstars like Ed Greenwood, Frank Mentzer, Michael Stackpole, Lisa Stevens, Sean K. Reynolds, and many others.









Usually I write here about books I’ve read and enjoyed. It’s really quite selfish: thinking about a good book extends the pleasure I get from reading it. This post, though, is a little different. I’m going to write about a science fiction trilogy in order to work out why I don’t like it more than I do. These are good books, even excellent books. But something about them didn’t grip me the way I would have thought they might.